It maybe worth mentioning that net_fakelag is broken on listen servers in
Alien Swarm. It works on dedicated, however

On Sat, Apr 21, 2012 at 10:05 PM, Psy_Commando <psycomma...@gmail.com>wrote:

> I found what was causing the stuttering with 0 ping and in singleplayer. I
> disabled this code in cbaseentity_shared :
>
>
>>
>> //-----------------------------------------------------------------------------
>> // Purpose: My physics object has been updated, react or extract data
>>
>> //-----------------------------------------------------------------------------
>> void CBaseEntity::VPhysicsUpdate( IPhysicsObject *pPhysics )
>> {
>>     switch( GetMoveType() )
>>     {
>>     case MOVETYPE_VPHYSICS:
>>         {
>>             if ( GetMoveParent() )
>>             {
>>                 Log_Warning( LOG_DEVELOPER_VERBOSE, "Updating physics on
>> object in hierarchy %s!\n", GetClassname());
>>                 return;
>>             }
>>             Vector origin;
>>             QAngle angles;
>>
>>             pPhysics->GetPosition( &origin, &angles );
>>
>>             if ( !IsFinite( angles.x ) || !IsFinite( angles.y ) ||
>> !IsFinite( angles.x ) )
>>             {
>>                 Msg( "Infinite angles from vphysics! (entity %s)\n",
>> GetDebugName() );
>>                 angles = vec3_angle;
>>             }
>> #ifndef CLIENT_DLL
>>             Vector prevOrigin = GetAbsOrigin();
>> #endif
>>
>>             for ( int i = 0; i < 3; ++i )
>>             {
>>                 angles[ i ] = AngleNormalize( angles[ i ] );
>>             }
>>
>> #ifndef CLIENT_DLL
>>             NetworkQuantize( origin, angles );
>> #endif
>>
>>             if ( origin.IsValid() )
>>             {
>>                 SetAbsOrigin( origin );
>>             }
>>             else
>>             {
>>                 Msg( "Infinite origin from vphysics! (entity %s)\n",
>> GetDebugName() );
>>             }
>>             SetAbsAngles( angles );
>>
>>             // Interactive debris converts back to debris when it comes
>> to rest
>>             if ( pPhysics->IsAsleep() && GetCollisionGroup() ==
>> COLLISION_GROUP_INTERACTIVE_DEBRIS )
>>             {
>>                 SetCollisionGroup( COLLISION_GROUP_DEBRIS );
>>             }
>>
>> #ifndef CLIENT_DLL
>>             PhysicsTouchTriggers( &prevOrigin );
>>             PhysicsRelinkChildren(gpGlobals->frametime);
>> #endif
>>         }
>>     break;
>> .
>> .
>> .
>> .
>>
>
> However I still have stuttering when I set "net_fakelag" to anything > 0.
> And its gets worst the higher the FPS...
>
>
> On Fri, Apr 20, 2012 at 10:10 PM, Psy_Commando <psycomma...@gmail.com>wrote:
>
>> I'm not using the template, I just removed the asw junk I didn't need,
>> and re enabled the player.
>> But that idea of using the marine as vehicle is interesting, the only
>> thing i'm not sure about is the transition between player control and
>> vehicle(marine clone) control.
>>
>> On Fri, Apr 20, 2012 at 8:32 PM, Tony "omega" Sergi 
>> <omegal...@gmail.com>wrote:
>>
>>> I haven't fully analyzed the code, but i was just thinking..
>>> you're using alien swarm.. why use the sdk template for alien swarm for
>>> what you want? use alien swarm itself, duplicate the marine and make the
>>> duplicate a vehicle that flies instead of walks around.
>>> alien swarm already has the 'predicted player controlled other entity'
>>>
>>> -Tony
>>>
>>>
>>>
>>> On Sat, Apr 21, 2012 at 3:16 AM, Psy_Commando <psycomma...@gmail.com>wrote:
>>>
>>>> Predictions are on. Also I think this may not be entirely attributable
>>>> to ASW. I found in one of my old vids that the stuttering in vehicles
>>>> wasn't present in my early vids, the hl2 buggy worked before, I guess I
>>>> must have broken something somewhere. I wonder what though...
>>>> The template SDK for alien swarm by Doplhur seems to have the same
>>>> problem, the jeep is doing the same thing.
>>>>
>>>> I printed the velocity of the client and server to the hud, and they're
>>>> identical, cl_pclass isn't reporting the velocity correctly for some
>>>> reasons...
>>>> Also here's the full code, some of it is from Eternal Silence, its
>>>> pretty messy though. : http://pastebin.com/eMcKh1YL
>>>>
>>>> I used a CPhysicsPropMultiplayer as the base prop, because the other
>>>> prop types made even weirder stuff.
>>>>
>>>>
>>>> On Thu, Apr 19, 2012 at 11:40 PM, Tony "omega" Sergi <
>>>> omegal...@gmail.com> wrote:
>>>>
>>>>> I can't remember by reading that output, without seeing your code, but
>>>>> the prediction dump is showing that the entity is 0 0 0 on either the
>>>>> server or client.
>>>>> ie: it's only moving on one, and not both.
>>>>>
>>>>> That's your jitter.
>>>>> -Tony
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> On Fri, Apr 20, 2012 at 9:41 AM, Joel R. <joelru...@gmail.com> wrote:
>>>>>
>>>>>> Well, you have to make sure prediction is turned on.  If prediction
>>>>>> is off, the NetworkOrigin and NetworkAngles and NetworkVelocity will be
>>>>>> updating the Origin/Angles/Velocity, and you end up having this struggle
>>>>>> between server updating your position and you updating it on the
>>>>>> clientside.
>>>>>>
>>>>>> On Thu, Apr 19, 2012 at 7:39 PM, Psy_Commando 
>>>>>> <psycomma...@gmail.com>wrote:
>>>>>>
>>>>>>> Well its an entity that exist on both client and server. I'll use it
>>>>>>> in mp so making it clientside isn't an option.
>>>>>>>
>>>>>>> On Thu, Apr 19, 2012 at 8:28 PM, Joel R. <joelru...@gmail.com>wrote:
>>>>>>>
>>>>>>>> Did you create this entity on the server?
>>>>>>>>
>>>>>>>> There is a lot of code the client player class does to make
>>>>>>>> prediction work.  I'd recommend just creating a clientside entity and
>>>>>>>> manipulate that, not the one from server.
>>>>>>>>
>>>>>>>>
>>>>>>>> On Thu, Apr 19, 2012 at 7:22 PM, Psy_Commando <
>>>>>>>> psycomma...@gmail.com> wrote:
>>>>>>>>
>>>>>>>>> Found out why, the server ent returned false for IsPredicted() .
>>>>>>>>>
>>>>>>>>> The plane is still jittery though, but here is the dump i get
>>>>>>>>> while moving : http://dl.dropbox.com/u/13343993/abox0003.jpg
>>>>>>>>> It would seem velocity differs, along with a few others.
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On Thu, Apr 19, 2012 at 5:47 PM, Psy_Commando <
>>>>>>>>> psycomma...@gmail.com> wrote:
>>>>>>>>>
>>>>>>>>>> Wait, it worked with "weapon_smg1" but it doesn't work with my
>>>>>>>>>> entity..
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> On Thu, Apr 19, 2012 at 4:55 PM, Christopher Harris <
>>>>>>>>>> char...@resrchnet.com> wrote:
>>>>>>>>>>
>>>>>>>>>>> It should be like for instance****
>>>>>>>>>>>
>>>>>>>>>>> ** **
>>>>>>>>>>>
>>>>>>>>>>> **-          **cl_pclass prop_physics or cl_pclass
>>>>>>>>>>> weapon_crossbow****
>>>>>>>>>>>
>>>>>>>>>>> ** **
>>>>>>>>>>>
>>>>>>>>>>> Also make sure that developer convar is set to at least 1. ****
>>>>>>>>>>>
>>>>>>>>>>> ** **
>>>>>>>>>>>
>>>>>>>>>>> *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
>>>>>>>>>>> hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *
>>>>>>>>>>> Psy_Commando
>>>>>>>>>>> *Sent:* Thursday, April 19, 2012 4:15 PM
>>>>>>>>>>>
>>>>>>>>>>> *To:* Discussion of Half-Life Programming
>>>>>>>>>>> *Subject:* Re: [hlcoders] Prediction Jerkiness with aircraft ?**
>>>>>>>>>>> **
>>>>>>>>>>>
>>>>>>>>>>> ** **
>>>>>>>>>>>
>>>>>>>>>>> I tried cl_pclass with the class name, but nothing happens.
>>>>>>>>>>>
>>>>>>>>>>> Also, after a few minutes of messing around I get this assert :
>>>>>>>>>>> src\game\server\baseentity.cpp (460) : Assertion Failed: fabs(
>>>>>>>>>>> CoordFromCell( cellwidth, cell[0], pOut->m_Vector[ 0 ] ) - v->x ) <
>>>>>>>>>>> cellEpsilon
>>>>>>>>>>> swarm.exe has triggered a breakpoint****
>>>>>>>>>>>
>>>>>>>>>>> On Thu, Apr 19, 2012 at 3:12 PM, Christopher Harris <
>>>>>>>>>>> char...@resrchnet.com> wrote:****
>>>>>>>>>>>
>>>>>>>>>>> cl_pclass classname****
>>>>>>>>>>>
>>>>>>>>>>>  ****
>>>>>>>>>>>
>>>>>>>>>>> run that with your ship classname and you get a nice easy to
>>>>>>>>>>> read debug gui to see what predicted variables are off for all 
>>>>>>>>>>> predicted
>>>>>>>>>>> parts of that entitytype. I only used it on an entity type I have 1
>>>>>>>>>>> instance of so not sure what behavior occurs if you have many of em.
>>>>>>>>>>> ****
>>>>>>>>>>>
>>>>>>>>>>>  ****
>>>>>>>>>>>
>>>>>>>>>>> *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
>>>>>>>>>>> hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *
>>>>>>>>>>> Psy_Commando
>>>>>>>>>>> *Sent:* Thursday, April 19, 2012 12:37 PM
>>>>>>>>>>> *To:* Discussion of Half-Life Programming
>>>>>>>>>>> *Subject:* Re: [hlcoders] Prediction Jerkiness with aircraft ?**
>>>>>>>>>>> **
>>>>>>>>>>>
>>>>>>>>>>>  ****
>>>>>>>>>>>
>>>>>>>>>>> Well, it would seem this is a Alien Swarm related issue.. Even
>>>>>>>>>>> the hl2 jeep is having the same problem.****
>>>>>>>>>>>
>>>>>>>>>>> On Tue, Apr 17, 2012 at 10:11 PM, Psy_Commando <
>>>>>>>>>>> psycomma...@gmail.com> wrote:****
>>>>>>>>>>>
>>>>>>>>>>> Its called in the shared ProcessMovement method.I assume that
>>>>>>>>>>> method is called at the same time on client and server..****
>>>>>>>>>>>
>>>>>>>>>>>  ****
>>>>>>>>>>>
>>>>>>>>>>> On Tue, Apr 17, 2012 at 5:40 PM, Joel R. <joelru...@gmail.com>
>>>>>>>>>>> wrote:****
>>>>>>>>>>>
>>>>>>>>>>> Where are you running this simulation code?  You need to make
>>>>>>>>>>> sure it's in a location that is sync'd with the server.
>>>>>>>>>>>
>>>>>>>>>>> Also, I would not use GetNetworkOrigin, as I have seen it can
>>>>>>>>>>> become too jittery, use GetLocalOrigin instead.  ****
>>>>>>>>>>>
>>>>>>>>>>> ** **
>>>>>>>>>>>
>>>>>>>>>>> On Tue, Apr 17, 2012 at 4:25 PM, Psy_Commando <
>>>>>>>>>>> psycomma...@gmail.com> wrote:****
>>>>>>>>>>>
>>>>>>>>>>> Doesn't the client interpolate automatically ? I thought that
>>>>>>>>>>> was what the Network origin was for.
>>>>>>>>>>> Anyways, I'm not really sure what they did but here's the
>>>>>>>>>>> handling code I'm using, its mostly code made by the Eternal 
>>>>>>>>>>> Silence guys
>>>>>>>>>>> modified to fit.
>>>>>>>>>>> http://pastebin.com/6kVZJxiD
>>>>>>>>>>>
>>>>>>>>>>> I think they basically just use vphysics for collisions, they
>>>>>>>>>>> rotate the angles and velocity directly to steer the craft.
>>>>>>>>>>>
>>>>>>>>>>> And also FakeJitter should be 0, I never changed it.****
>>>>>>>>>>>
>>>>>>>>>>>  ****
>>>>>>>>>>>
>>>>>>>>>>> On Tue, Apr 17, 2012 at 4:58 PM, Joel R. <joelru...@gmail.com>
>>>>>>>>>>> wrote:****
>>>>>>>>>>>
>>>>>>>>>>> Also, when you added fakelag to reach about 300 ping, the red
>>>>>>>>>>> and green crosshairs were still sync'd perfectly.  This should not 
>>>>>>>>>>> be
>>>>>>>>>>> possible unless you are extrapolating on the server, but even then 
>>>>>>>>>>> it would
>>>>>>>>>>> go way off on turns.****
>>>>>>>>>>>
>>>>>>>>>>>  ****
>>>>>>>>>>>
>>>>>>>>>>> On Tue, Apr 17, 2012 at 3:55 PM, Joel R. <joelru...@gmail.com>
>>>>>>>>>>> wrote:****
>>>>>>>>>>>
>>>>>>>>>>> You will need to smooth out the origin and angles.  I'm not sure
>>>>>>>>>>> why but the physics simulation cannot be followed without doing 
>>>>>>>>>>> some sort
>>>>>>>>>>> of smoothing to the origin/angles.  What I did was interpolate them 
>>>>>>>>>>> by a
>>>>>>>>>>> small amount to smooth out the kinks.  I created a "fakeOrigin" and
>>>>>>>>>>> "fakeAngles" that are smoothed to the real values.****
>>>>>>>>>>>
>>>>>>>>>>>  ****
>>>>>>>>>>>
>>>>>>>>>>> On Tue, Apr 17, 2012 at 3:51 PM, Psy_Commando <
>>>>>>>>>>> psycomma...@gmail.com> wrote:****
>>>>>>>>>>>
>>>>>>>>>>> using vphysics****
>>>>>>>>>>>
>>>>>>>>>>>  ****
>>>>>>>>>>>
>>>>>>>>>>> On Tue, Apr 17, 2012 at 4:48 PM, Joel R. <joelru...@gmail.com>
>>>>>>>>>>> wrote:****
>>>>>>>>>>>
>>>>>>>>>>> Is the entity simulated using the physics object or bbox and
>>>>>>>>>>> gamemovement?
>>>>>>>>>>>
>>>>>>>>>>> ****
>>>>>>>>>>>
>>>>>>>>>>> On Tue, Apr 17, 2012 at 3:44 PM, Psy_Commando <
>>>>>>>>>>> psycomma...@gmail.com> wrote:****
>>>>>>>>>>>
>>>>>>>>>>> I'm having a problem with an aircraft vehicle I've made. I asked
>>>>>>>>>>> the Eternal Silence team for some pointers and they've shared their 
>>>>>>>>>>> flight
>>>>>>>>>>> code with me, but I'm still getting this weird jerkiness, even at 
>>>>>>>>>>> 0ms of
>>>>>>>>>>> ping. I'm using the Alien Swarm SDK for this.
>>>>>>>>>>>
>>>>>>>>>>> Here's a video to show the problem :
>>>>>>>>>>> http://www.youtube.com/watch?v=zs64WcoD_IQ
>>>>>>>>>>>
>>>>>>>>>>> I'm really not sure what's the problem, I can post parts of the
>>>>>>>>>>> code here if that would help.
>>>>>>>>>>> Any suggestion would be greatly appreciated.****
>>>>>>>>>>>
>>>>>>>>>>> _______________________________________________
>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>> archives, please visit:
>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>> ****
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> _______________________________________________
>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>> archives, please visit:
>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>> ****
>>>>>>>>>>>
>>>>>>>>>>>  ****
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> _______________________________________________
>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>> archives, please visit:
>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>> ****
>>>>>>>>>>>
>>>>>>>>>>>  ****
>>>>>>>>>>>
>>>>>>>>>>>  ****
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> _______________________________________________
>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>> archives, please visit:
>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>> ****
>>>>>>>>>>>
>>>>>>>>>>>  ****
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> _______________________________________________
>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>> archives, please visit:
>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>> ****
>>>>>>>>>>>
>>>>>>>>>>>  ****
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> _______________________________________________
>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>> archives, please visit:
>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>> ****
>>>>>>>>>>>
>>>>>>>>>>>  ****
>>>>>>>>>>>
>>>>>>>>>>>  ****
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> _______________________________________________
>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>> archives, please visit:
>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>
>>>>>>>>>>> ****
>>>>>>>>>>>
>>>>>>>>>>> ** **
>>>>>>>>>>>
>>>>>>>>>>> _______________________________________________
>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>> archives, please visit:
>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>> _______________________________________________
>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>> archives, please visit:
>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>> _______________________________________________
>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>> archives, please visit:
>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>> archives, please visit:
>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>
>>>>>> _______________________________________________
>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>> archives, please visit:
>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>>
>>>>> --
>>>>> -Tony
>>>>>
>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>
>>>
>>> --
>>> -Tony
>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>


-- 
- Stephen Swires
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